<h2>Abstract Class:</h2>
<h1>SceneObject</h1>
<h3>
    The base class shared by Both TerrainObject:s and MovableObject:s, ie anything that can be places in a scene.</h3>
<h3>Parent: Entity</h3><br />
<h3>Property:</h3>
<h2>ClassName</h2>
<p>
    The class name of this SceneObject.
    A string with the friendly-formatted type name of this object.
</p><br />
<h3>Property:</h3>
<h2>Pos</h2>
<p>
    The absolute position of this SceneObject.
    A Vector describing the current absolute position in pixels.
</p><br />
<h3>Property:</h3>
<h2>HFlipped</h2>
<p>
    Returns whether this is being drawn flipped horizontally (around the vertical axis), or not.
    Whether flipped or not.
</p><br />
<h3>Property:</h3>
<h2>RotAngle</h2>
<p>
    The current rotational angle of of this, in radians.
    The rotational angle of this, in radians.
</p><br />
<h3>Property:</h3>
<h2>Team</h2>
<p>
    Gets which team this belongs to.
    The currently assigned team number.
</p><br />
<h3>Property:</h3>
<h2>PlacedByPlayer</h2>
<p>
    Gets which player placed this object in the scene, if any.
    The player responsible for placing this is in the scene, if any.
</p><br />
<h3>Function:</h3>
<h2>GetGoldValue</h2>
<p>
    DOES THE SAME THING AS GetGoldValue, USED ONLY TO PRESERVE LUA COMPATIBILITY
</p><br />
<h3>Function:</h3>
<h2>GetGoldValue</h2>
<p>
    Gets the cost to purchase this item, in oz's of gold.</p>
<p><strong>Arguments:</strong><br />
    If this is supposed to be adjusted for a specific Tech's subjective value, then pass in the native DataModule ID of
    that tech. 0 means no Tech is specified and the base value is returned.<br />
    How much to multiply the value if this happens to be a foreign Tech.<br />
    How much to multiply the value if this happens to be a native Tech.</p>
<p><strong>Return value:</strong><br />
    The cost, in oz of gold.<br />
</p><br />
<h3>Function:</h3>
<h2>SetGoldValue</h2>
<p>
    Sets the cost to purchase this item, in oz's of gold.</p>
<p><strong>Arguments:</strong><br />
    The cost, in oz of gold.</p>
<p><strong>Return value:</strong><br />
    None.<br />
</p><br />
<h3>Function:</h3>
<h2>GetGoldValueString</h2>
<p>
    Gets a descriptive string describing the cost to purchase this item, in oz's of gold.</p>
<p><strong>Arguments:</strong><br />
    If this is supposed to be adjusted for a specific Tech's subjective value, then pass in the native DataModule ID of
    that tech. 0 means no Tech is specified and the base value is returned.<br />
    How much to multiply the value if this happens to be a foreign Tech.</p>
<p><strong>Return value:</strong><br />
    The cost, described in a friendly to read string: "100oz", or "Free"<br />
</p><br />
<h3>Function:</h3>
<h2>GetTotalValue</h2>
<p>
    DOES THE SAME THING AS GetTotalValue, USED ONLY TO PRESERVE LUA COMPATIBILITY
</p><br />
<h3>Function:</h3>
<h2>GetTotalValue</h2>
<p>
    Gets the total liquidation value of this, including everything inside.</p>
<p><strong>Arguments:</strong><br />
    If this is supposed to be adjusted for a specific Tech's subjective value, then pass in the native DataModule ID of
    that tech. 0 means no Tech is specified and the base value is returned.<br />
    How much to multiply the value if this happens to be a foreign Tech.</p>
<p><strong>Return value:</strong><br />
    The current value of this and all contained assets.<br />
</p><br />
<h3>Read-Only Property:</h3>
<h2>IsBuyable</h2>
<p>
    Shows whether this should appear in teh buy menus at all.
    Buyable or not.
</p><br />
<h3>Function:</h3>
<h2>IsOnScenePoint</h2>
<p>
    Indicates whether this' current graphical representation overlaps a point in absolute scene coordinates.</p>
<p><strong>Arguments:</strong><br />
    The point in absolute scene coordinates.</p>
<p><strong>Return value:</strong><br />
    Whether this' graphical rep overlaps the scene point.<br />
</p>